NP!
BTW - I think we should start thinking about methods to implement several features. Personally I have made good experience with filename based recognition of some entities with special jobs.
An example:
A lightbulb mesh is loaded as "bulb.3ds". The engine has a list (loaded from a file) of filenames of meshes which require a Light Flare effect, and in the list there is also the name of the corresponding Flare sprite File, as well as it's scaling parameters and maybe an alpha value and spriteviewmode/blending Mode. This way each merged interior mesh can have a light flare, it only has to be defined seperately.
But of course, we could also activate Flares on Meshes with a special action trigger string such as "hasflare" in the name field or something. There are Pros and Cons for this Method too.
BTW - I think we should start thinking about methods to implement several features. Personally I have made good experience with filename based recognition of some entities with special jobs.
An example:
A lightbulb mesh is loaded as "bulb.3ds". The engine has a list (loaded from a file) of filenames of meshes which require a Light Flare effect, and in the list there is also the name of the corresponding Flare sprite File, as well as it's scaling parameters and maybe an alpha value and spriteviewmode/blending Mode. This way each merged interior mesh can have a light flare, it only has to be defined seperately.
But of course, we could also activate Flares on Meshes with a special action trigger string such as "hasflare" in the name field or something. There are Pros and Cons for this Method too.